x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

AnswerHub Maintenance

Background maintenance is scheduled to occur between 9 - 11am EDT on Tuesday, May 21. Site operation may be slower than normal during this time and a brief interruption in operation may be observed

Spawn Actors Attached to Multiple Sockets

In the weapon equip system from the marketplace, it only lets you attach weapons to the hand socket or a single socket when they are deselected, however I want to attach each of the different weapons I have to different sockets when they are in neutral unequipped state.

Through altering the blueprint I can get the weapons to spawn at the all the sockets I want (neutral on 2 sockets of back&belt and equip in hand). The problem is weapons attached to neutral sockets (which I made spawned at the beginning of play) do not disappear when I try to equip them in hand. So the gun is equipped to hand and hand swapping works with all weapons, but a duplicate stays on the original sockets.

Not sure if I'm allowed to show the blueprints since most of the setup is from the marketplace. But maybe there is a suggested way of solving this socket problem for multiple spawn actors?

Product Version: Not Selected
Tags:
more ▼

asked Nov 04 '14 at 08:59 AM in Blueprint Scripting

avatar image

visoutre
128 16 18 268

avatar image visoutre Nov 04 '14 at 09:05 AM

Like in the original blueprint, the weapon spawn function spawns each weapon from a single weapon class called from an event in level blueprint. This is attached to a socket. The actor is cast to a weapon parent blueprint and the actor/weapon number integer are sent to an actor array.

All I basically changed was I made a variable name array for the 3 socket names and instead of using 1 spawn/attach/cast chain I have 3 then there are 3 sockets. It's structured basically the same way. Have a feeling this change in the weapon spawn function is where the problem is but with coding and blueprints it could be anything

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Ok so I found a solution. In the original blueprint the weapons were attached before they were cast to the weapon parent blueprint and put into an array. So I just attached them to the sockets after they were put into the array. Not sure if it's the best solution, but guess it works for now. Here's a screenshot of the end part I added. Learned a lot about blueprints from this challenge haha.

alt text

array.jpg (230.6 kB)
more ▼

answered Nov 04 '14 at 06:31 PM

avatar image

visoutre
128 16 18 268

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question